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« on: January 27, 2012, 08:46:12 pm »
Since your post is long, I'll be putting up responses as edits to this post as I get them.
Your idea that weapons are not in actual tiers and are more or less just differing ones is basically correct but requires a lot of balancing to get to that point. For example, terrestial lasers are just about perfect as all-arounders (especially rifles), more than normal bullet weapons (assault rifles) as you might suspect. Decent damage, decent clip capacity and excellent accuracy even with bad stats makes them good for grunts and short-to-long assaulters. Plasma rifles, the basic alien weapons, OTOH, have so crappy accuracy that even in their short effective range they don't get much hits, making them rarely used. It's the same for bolter rifle (rail gun, another pure terrestial weapon). Its basic idea is that of a crossed medium range sniper and assault rifle but it lacks the crucial accuracy of snipers, so it usually lacks users.
After that things start to get a bit more complicated. Terrestial stun laser mixes things up a bit along with CHOKE grenades (stun gas). Coilguns are a snipers dream come true but are bloody expensive for upkeep and backpack space. Alien particle weapons are more or less upgraded lasers but are even more expensive to upkeep, what with it being impossible to manufacture ammo for them. During all this time, you also get upgraded plasma grenades both for throwing and launcher as well as (supposed to get, waiting for implementation IIRC) a new antimatter rocket for that launcher. Aaaand most will still stay with lasers. They're just that all-around.
Also, regarding the rock-paper-scissors, armour values should also have a part at this, with some armour doing an excellent job with one type while some other with another type, as well as alien species-specific resistances. So, the idea is there, it just requires a lot of work to get the best of it.
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It makes sense that alien weapons and equipment are researched seperately, as that part is more or less exactly what you suggested about retrofitting and figuring out what does what in the stuff. In addition, right now it also works as an reverse-engineering project. Regarding this, it might make more sense if the similar weapon types are grouped under one reverse-engineering project that opens up once at least one weapon is 'retrofitted' that will allow manufacturing of the weapon types in question (after they're studied, of course).
Particle weapons are kind-of included in this already, as the seperate project regarding their ammo supply creates this sort of gap in their usage.
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All of the research you propose here (detection, alloys, propellant) is included in the game. After dismantling/disassembling a UFO, the parts in question open up for research and confer the bonuses you proposed (their detection method improves radar range, propellant allows for human-build antimatter craft and the alloys just open up a lot of nifty possibilities).
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Not much to say here, but just in case I want to point out that you can not make money in UFO:AI through manufacturing. Selling stuff will either always come with a loss or it was hauled off from the field, in which case there's no (monetary) cost to it.